
- #Bluej program to make a game how to
- #Bluej program to make a game software
- #Bluej program to make a game code
- #Bluej program to make a game series
General programming background / experience: Here is my profile of the ideal audience for this book: Each programmer has their own background, areas of interest, and goals.

But whether the book is right for you is a different question.
#Bluej program to make a game how to
#Bluej program to make a game software
Learn to design and create video games using the Java programming language and the LibGDX software library. The creation of signpost-like objects is discussed, which can serve as an in-game tutorial or Tables are introduced to automatically manage the layout of these elements. The creation of buttons (to change screens or start/pause/quit the game) is also explained. Text and User Interfaces This chapter introduces classes that are used to generate image-based fonts and display text using labels, enabling the developer to show the player important game related information (such as score, time left, health points, item counts) and menus containing instructions. 4.1 Game Project: Space Rocks4.2 Spaceship Setup4.3 Lasers, Rocks, and Explosions 4.4 Endgame Conditions 4.5 Extra Features: Shields and Enemies 5. New concepts introduced in this chapter include a new style of movement (relative to the character perspective, rather than the player perspective), spawning new objects, attaching objects to other objects, and adversaries that target the main character. Shoot-em-up games To demonstrate the convenience and flexibility of the extended classes created in the previous chapter, this chapter uses the new base classes to create a game called Space Rocks, inspired by the classic arcade game Asteroids. 3.1 Extending the Actor class 3.2 Animations 3.2.1 Value-based Animations 3.2.2 Image-based Animations 3.3 Physics and Movement 3.4 Polygons and Collisions 3.5 Lists of Actors 4. The new classes are used in refactoring the Starfish Collector game from the previous chapter.
#Bluej program to make a game series
This chapter creates a series of classes (BaseActor, BaseScreen, BaseGame) which extend core LibGDX classes, which will streamline the games created in the following chapters. Extending the Framework The LibGDX framework simplifies many elementary tasks required in game development, while providing users a variety of ways to extend their framework to facilitate creation of different types of games. 2.1 Understanding the Life Cycle of a Game 2.2 Managing the Action (actors and stages, screens and games) 2.3 The Basics: Graphics, User Input, and Collisions2.4 Game Project: Starfish Collector 3. The game Starfish Collector is introduced, which will be a recurring example throughout the book: features will be added on when introducing new topics (in chapters 3, 5, 6, 10, and 13).
#Bluej program to make a game code
The LibGDX Framework This chapter presents the minimal code needed to create a basic game: rendering textures, detecting user input, and collision detection. 1.1 Choosing a development environment 1.2 Setting up BlueJ 1.3 A "Hello World" program 1.4 Advantages to using LibGDX 2.

Finally, the benefits of using LibGDX for game development are explained in some detail. Next, instructions for setting up the LibGDX library are given, and a visual "Hello, World!" program is demonstrated (which displays an image of the world in a window). The standard first program (which prints "Hello, World!" to the text console) is given. Getting started with Java and LibGDX This chapter explains how to set up a Java development environment (BlueJ), which is chosen for simplicity and user-friendliness.

Part I: Fundamental Concepts The first part of the book explains basic material that will be needed throughout the rest of the book: rendering graphics and animations, processing user input (continuous and discrete), basic physics (movement and collision detection), displaying text, and playing audio (sound effects and background music).
